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Diffstat (limited to '')
-rw-r--r-- | gfx/graphite2/src/Position.cpp | 97 |
1 files changed, 97 insertions, 0 deletions
diff --git a/gfx/graphite2/src/Position.cpp b/gfx/graphite2/src/Position.cpp new file mode 100644 index 0000000000..d2fdbd4e7c --- /dev/null +++ b/gfx/graphite2/src/Position.cpp @@ -0,0 +1,97 @@ +/* GRAPHITE2 LICENSING + + Copyright 2010, SIL International + All rights reserved. + + This library is free software; you can redistribute it and/or modify + it under the terms of the GNU Lesser General Public License as published + by the Free Software Foundation; either version 2.1 of License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should also have received a copy of the GNU Lesser General Public + License along with this library in the file named "LICENSE". + If not, write to the Free Software Foundation, 51 Franklin Street, + Suite 500, Boston, MA 02110-1335, USA or visit their web page on the + internet at http://www.fsf.org/licenses/lgpl.html. + +Alternatively, the contents of this file may be used under the terms of the +Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public +License, as published by the Free Software Foundation, either version 2 +of the License or (at your option) any later version. +*/ +#include "inc/Position.h" +#include <cmath> + +using namespace graphite2; + +bool Rect::hitTest(Rect &other) +{ + if (bl.x > other.tr.x) return false; + if (tr.x < other.bl.x) return false; + if (bl.y > other.tr.y) return false; + if (tr.y < other.bl.y) return false; + return true; +} + +Position Rect::overlap(Position &offset, Rect &other, Position &othero) +{ + float ax = (bl.x + offset.x) - (other.tr.x + othero.x); + float ay = (bl.y + offset.y) - (other.tr.y + othero.y); + float bx = (other.bl.x + othero.x) - (tr.x + offset.x); + float by = (other.bl.y + othero.y) - (tr.y + offset.y); + return Position((ax > bx ? ax : bx), (ay > by ? ay : by)); +} + +float boundmin(float move, float lim1, float lim2, float &error) +{ + // error is always positive for easy comparison + if (move < lim1 && move < lim2) + { error = 0.; return move; } + else if (lim1 < lim2) + { error = std::fabs(move - lim1); return lim1; } + else + { error = std::fabs(move - lim2); return lim2; } +} + +#if 0 +Position Rect::constrainedAvoid(Position &offset, Rect &box, Rect &sdbox, Position &other, Rect &obox, Rect &osdbox) +{ + // a = max, i = min, s = sum, d = diff + float eax, eay, eix, eiy, eas, eis, ead, eid; + float beste = INF; + Position res; + // calculate the movements in each direction and the error (amount of remaining overlap) + // first param is movement, second and third are movement over the constraining box + float ax = boundmin(obox.tr.x + other.x - box.bl.x - offset.x + 1, tr.x - offset.x, INF, &eax); + float ay = boundmin(obox.tr.y + other.y - box.bl.y - offset.y + 1, tr.y - offset.y, INF, &eay); + float ix = boundmin(obox.bl.x + other.x - box.tr.x - offset.x + 1, bl.x - offset.x, INF, &eix); + float iy = boundmin(obox.bl.y + other.y - box.tr.y - offset.y + 1, bl.y - offset.y, INF, &eiy); + float as = boundmin(ISQRT2 * (osdbox.tr.x + other.x + other.y - sdbox.bl.x - offset.x - offset.y) + 1, tr.x - offset.x, tr.y - offset.y, &eas); + float is = boundmin(ISQRT2 * (osdbox.bl.x + other.x + other.y - sdbox.tr.x - offset.x - offset.y) + 1, bl.x - offset.x, bl.y - offset.y, &eis); + float ad = boundmin(ISQRT2 * (osdbox.tr.y + other.x - other.y - sdbox.bl.y - offset.x + offset.y) + 1, tr.y - offset.y, tr.x - offset.x, &ead); + float id = boundmin(ISQRT2 * (osdbox.bl.y + other.x - other.y - sdbox.tr.y - offset.x + offset.y) + 1, bl.y - offset.y, bl.x - offset.x, &eid); + + if (eax < beste) + { res = Position(ax, 0); beste = eax; } + if (eay < beste) + { res = Position(0, ay); beste = eay; } + if (eix < beste) + { res = Position(ix, 0); beste = eix; } + if (eiy < beste) + { res = Position(0, iy); beste = eiy; } + if (SQRT2 * (eas) < beste) + { res = Position(as, ad); beste = SQRT2 * (eas); } + if (SQRT2 * (eis) < beste) + { res = Position(is, is); beste = SQRT2 * (eis); } + if (SQRT2 * (ead) < beste) + { res = Position(ad, ad); beste = SQRT2 * (ead); } + if (SQRT2 * (eid) < beste) + { res = Position(id, id); beste = SQRT2 * (eid); } + return res; +} +#endif |